Ancienttree seed
A deployable item that spawns a randomly generated ancient tree sapling when placed in the world.
A deployable item that spawns a randomly generated ancient tree sapling when placed in the world.
Manages the lifecycle, growth, and interaction of ancient trees and their saplings, including seed deployment, growth staging, fruit production, and stump conversion upon harvesting.
A growth-stage-based animal prefab that matures through defined life phases, interacts with beefalo herds, and supports combat, foraging, and periodic waste production.
A plantable ground entity that grows through visual stages and yields cave bananas when picked, then regrows over time or resets after being dug up.
Defines the Bee Queen hive prefabs with growth timers, workable interactions, and boss spawn mechanics.
Manages the growth stage and bloom progression of a plant entity, including timer-based progression, fertilization effects, and rate calculation.
Defines book prefabs and their associated magical spell effects for the Wickerbottom character, including growth spells, weather manipulation, and entity summoning.
Manages growth, maturation, fertilization, and harvesting logic for plant entities in the game world.
Manages deciduous tree prefabs, including growth stages, seasonal leaf changes, monster transformation, burning behavior, and loot generation.
Manages evergreen tree prefabs with multi-stage growth, loot dropping, burning, hauntable behavior, and regeneration mechanics.
Manages farm plant lifecycle, stress tracking, growth stages, and loot generation for agricultural gameplay.
Manages staged growth progress for entities, supporting timed, paused, and sleep-aware growth with stage transitions and save/load persistence.
Manages crop growth and fertility for plot-like entities, tracking soil cycles and planted crops.
Manages plant-like entities that grow over time and can be harvested to yield items, handling growth progress, pausing, and item dropping.
A planted living tree seed that grows over two stages into a harvestable sapling, which then transforms into a livingtree_halloween upon growth completion.
Manages the growth, mining, and loot generation of marble shrubs, which are mutable ground structures that progress through growth stages and yield marble resources when mined.
Manages the lifecycle, growth stages, burning, and harvesting of moon trees in DST.
Manages lifecycle, growth, seasonal changes, acid rain effects, and loot generation for mushtree entities in the Cave biome.
Manages the lifecycle, growth, and interaction logic for ocean trees, including chopping, burning, converting to stumps, and transforming into ocean pillars when enriched.
A salvageable ocean object that periodically attempts to grow into an Oceantree when submerged and conditions are met.
Manages the harvestable lifecycle of entities that regrow over time, including regen timers, fertility states, and loot dropping behavior.
Initializes core growth parameters for plants, such as grow time and final product.
Provides shared logic and factory functions for sapling prefabs that grow into trees after a timed period, with support for digging to harvest early.
Manages the lifecycle and interactivity of rock avocado plant variants, including harvesting, cooking, planting, and growth.
Manages Rocky's behavior as a controllable NPC character, including growth mechanics, follower loyalty, combat targeting, and interaction with players via trading.
Triggers incremental growth stages on an entity using repeated automatic calls to Growable:DoGrowth until a target stage is reached.
Manages the lifecycle, behavior, and growth progression of small birds (including their teenage and adult tallbird forms) as companions with combat, eating, sleeping, and follower mechanics.
Applies growth progression to a target tree entity, consuming the solution item after use.
A juvenile waterplant entity that grows barnacles over time and transforms into a fully grown waterplant under specific conditions.
Defines configuration and behavior templates for weed plants, including growth stages, spread mechanics, and custom actions for forgetmelots, tillweed, firenettle, and ivy.
A reusable prefab factory that creates customizable farmable weeds with growth stages, soil interaction, and magical growth mechanics.
Manages growth stages, decoration, lighting, and gift-giving behavior for seasonal winter trees during the Winters Feast event.
A structure that can be planted with a winter tree seed to grow into a full winter tree and yields wood when harvested before full growth.